5 datasets found
  1. Impact of COVID-19 on gaming in Finland 2020

    • statista.com
    Updated Nov 15, 2020
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    Statista (2020). Impact of COVID-19 on gaming in Finland 2020 [Dataset]. https://www.statista.com/statistics/1242034/impact-of-covid-19-on-gaming-finland/
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    Dataset updated
    Nov 15, 2020
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    May 2020 - Jun 2020
    Area covered
    Finland
    Description

    In 2020, about ** percent of Finns claimed that their time spent on playing digital and non-digital games remained unchanged compared to the time before the coronavirus pandemic. Three percent clearly increased their time spent playing non-digital games and **** percent playing digital games. Only **** percent of respondents reduced the time spent on playing non-digital games and *** percent reduced their digital gaming.

    For further information about the coronavirus (COVID-19) pandemic in Finland, please visit our dedicated COVID-19 in Finland page.

  2. COVID-19 impact on the use of digital services for streaming music in...

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). COVID-19 impact on the use of digital services for streaming music in Finland 2020 [Dataset]. https://www.statista.com/statistics/1147712/coronavirus-impact-on-the-use-of-digital-services-for-streaming-music-in-finland/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Finland
    Description

    The use of digital services for music streaming increased in Finland during the coronavirus (COVID-19) outbreak in April 2020 compared to the pre-coronavirus period. The share of Finnish respondents using Spotify and Facebook for music streaming increased by **** percent in April according to the digital music survey. Furthermore, Youtube and Instagram was used slightly more frequently for music streaming during the coronavirus lockdown.

  3. COVID-19 impact on the daily time spent on music streaming in Finland 2020

    • statista.com
    Updated May 15, 2020
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    Statista (2020). COVID-19 impact on the daily time spent on music streaming in Finland 2020 [Dataset]. https://www.statista.com/statistics/1147717/coronavirus-impact-on-the-daily-time-spent-on-music-streaming-in-finland/
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    Dataset updated
    May 15, 2020
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Finland
    Description

    According to a digital music survey from 2020, the average daily time spent on music streaming in Finland slightly increased during the coronavirus (COVID-19) lockdown. Spotify and YouTube Music users increased their music listening time the most during **********.

  4. Well-being Work and Personnel Well-being in Schools in Central Finland...

    • services.fsd.tuni.fi
    zip
    Updated Mar 11, 2025
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    Sainio, Miia; Hämeenaho, Pilvi (2025). Well-being Work and Personnel Well-being in Schools in Central Finland during School Lockdown 2020 [Dataset]. http://doi.org/10.60686/t-fsd3612
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    zipAvailable download formats
    Dataset updated
    Mar 11, 2025
    Dataset provided by
    Yhteiskuntatieteellinen tietoarkisto
    Authors
    Sainio, Miia; Hämeenaho, Pilvi
    Area covered
    Suomi
    Description

    The survey examined the perceptions of well-being, well-being work, and working conditions in comprehensive schools in Central Finland during the exceptional circumstances caused by the coronavirus during the distance teaching and learning period (March 18 - May 13, 2020). It is a continuation of the FSD3611 Well-being Work and Personnel Well-being in Schools in Central Finland 2020 data. The survey was conducted as part of the Yhteistyöllä hyvinvointia kouluyhteisöön project, which is part of the Central Finland Health and Wellbeing Ecosystem (KeHO) network. The dataset also contains the open-ended responses. First, the respondents' various concerns related to the school, pupils, and staff were surveyed. In addition, several questions were asked about the respondents' working conditions, coping, and well-being. Some of the statements were also presented in the FSD3611 data. The scales and inventories used in the data include e.g. the BBI-9 (Bergen Burnout Inventory) and the UWES-3 (Ultra-Short Measure for Work Engagement). For more information on the construction of the questionnaire, see the section Related Materials. Background variables included the respondent's gender, work role, work experience, job description during the distance education period, and school type.

  5. Annual number of credit card transactions in Finland 2000-2024, per capita

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Annual number of credit card transactions in Finland 2000-2024, per capita [Dataset]. https://www.statista.com/statistics/1307934/total-number-of-credit-card-payments-in-finland/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2025
    Area covered
    Finland
    Description

    Credit card payments in Finland grew by nearly ***** million transactions in 2024, accelerating a drive to cashless in the country. This increasing use of credit cards in the country is in stark contrast to developments elsewhere. The credit card transactions per capita in Denmark, for example, declined during this time - presumably as consumers did not want to build up credit card debt during COVID-19 lockdown. Finland stands out in Europe for its relatively high number of credit cards within overall payment cards in circulation.

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Click to copy link
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Statista (2020). Impact of COVID-19 on gaming in Finland 2020 [Dataset]. https://www.statista.com/statistics/1242034/impact-of-covid-19-on-gaming-finland/
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Impact of COVID-19 on gaming in Finland 2020

Explore at:
Dataset updated
Nov 15, 2020
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
May 2020 - Jun 2020
Area covered
Finland
Description

In 2020, about ** percent of Finns claimed that their time spent on playing digital and non-digital games remained unchanged compared to the time before the coronavirus pandemic. Three percent clearly increased their time spent playing non-digital games and **** percent playing digital games. Only **** percent of respondents reduced the time spent on playing non-digital games and *** percent reduced their digital gaming.

For further information about the coronavirus (COVID-19) pandemic in Finland, please visit our dedicated COVID-19 in Finland page.

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